src/libANGLE/renderer/d3d/VertexDataManager.h


Log

Author Commit Date CI Message
Jamie Madill 52b09c2f 2016-04-11T14:12:31 Re-re-land "D3D11: Implement dirty bits for VertexArray11."" Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. Re-land with a fix for the start vertex offset. Re-re-land with a fix for using XFB with deleted buffers. BUG=angleproject:1327 Change-Id: I0fba49515375c149bbf54d933f8d1f747fbb8158 Reviewed-on: https://chromium-review.googlesource.com/338003 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 53a36004 2016-04-08T19:03:18 Revert "Re-land "D3D11: Implement dirty bits for VertexArray11.""" Seems to make the following dEQP test flaky: dEQP-GLES3.functional.lifetime.attach.deleted_output.buffer_transform_feedback doesn't show up on every bot test, but run it a few times and it'll flake. Reverting while I investigate. BUG=angleproject:1327 This reverts commit 3477f3a62dc139a253a0b361ee138116e9fa881f. Change-Id: Ic23a392526f5f6e107cf0aa06448389804d6b208 Reviewed-on: https://chromium-review.googlesource.com/337961 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill 3477f3a6 2016-03-29T17:15:29 Re-land "D3D11: Implement dirty bits for VertexArray11."" Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. Re-land with a fix for the start vertex offset. BUG=angleproject:1327 Change-Id: Ic23e48fb18ed7f29c1999914a2f799ac04aa03e9 Reviewed-on: https://chromium-review.googlesource.com/334225 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Corentin Wallez 00f394ec 2016-03-16T12:09:11 Revert Dirty bits for VertexArray11 This is a combination of two reverts: Revert "D3D11: Remove unused mRenderer from VertexArray11." Revert "D3D11: Implement dirty bits for VertexArray11." Reverting only the first commit would trigger warnings on the Windows clang bot. BUG=594509 BUG=angleproject:1327 This reverts commit fc4712b5ed270436f2993bfda9e916d4f92684a4. This reverts commit 7d8585b802b7eb741b380bd0d05769281d9507c9. Change-Id: I612dbba0816d6144f71ce815701c13a798585bc7 Reviewed-on: https://chromium-review.googlesource.com/332989 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 7d8585b8 2016-03-09T15:53:12 D3D11: Implement dirty bits for VertexArray11. Translated attributes are now stored in the VertexArray11 in a cache, and only updated when dirty bits change. Currently dynamic attributes must be re-translated every call, so these are stored in a list and processed repeatedly. This skips doing a lot of the VertexDataManager work for vertex attributes that don't change between draw calls. Current value attributes, which correspond to disabled attributes that the program will pulls vertex data from, are owned by the Context, so these need to be handled outside of the VertexArray11. Further changes will be necessary to reduce the redundant work we do in the InputLayoutCache. We shouldn't need to re-check the cache if nothing relevant changed. This give about a 23% performance improvement on the draw call benchmark on my machine. BUG=angleproject:1327 Change-Id: I7fb944d32ea7e6c78b9e478406bdb7e10a7fc05b Reviewed-on: https://chromium-review.googlesource.com/330173 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill e18eb970 2016-03-04T15:46:59 D3D: Refactor VertexDataManager attribute storage. Instead of splitting attributes into 'active enabled' and 'active disabled', split them into static/dynamic/direct/current value, and handle each group invidually. This also will allow the dirty bits code to call in to the VertexDataManager separately for each type of necessary vertex data translation, and skip it entirely for direct buffer storage. Should be a refactoring patch only. BUG=angleproject:1327 Change-Id: I53cb5672054d99ae68e9aa2e5a3c046a002e360d Reviewed-on: https://chromium-review.googlesource.com/330171 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Jamie Madill e36b92d4 2016-03-04T15:46:58 D3D: Use a single D3D buffer per static vertex attribute. The current caching logic stores multiple static attributes in a single buffer if the attributes share a D3D buffer - sometimes. If a buffer is 'committed' (has been used in a draw) then we would make a new D3D buffer for the next set of static attributes. Instead use a simpler scheme of a single D3D buffer for each static attribute. Also change rx::VertexBuffer to a reference counted class. This simplifies the caching logic for static vertex buffers (translated attributes) considerably. We only need to release the buffers when the ref count is zero, and ensure we track the ref count correctly when bound to D3D. This leads the way towards using a simpler dirty bit scheme for intelligent state updates, and less overhead doing work with buffer state updates. BUG=angleproject:1327 Change-Id: I99461d50b9663024eaa654cd56b42a63f1416d08 Reviewed-on: https://chromium-review.googlesource.com/330170 Reviewed-by: Zhenyao Mo <zmo@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
Austin Kinross 84b0c3b7 2015-11-05T15:15:28 Re-land "In D3D, cache static vertex buffers to prevent wasteful recreation" BUG=angleproject:197 Changes since first failed patch: - Optimized BufferD3D::getStaticVertexBuffer() - Removed loop to commit static buffers - Out-of-date static buffers (which are much rarer anyway after this patch) are marked for deletion at the *next* draw call, rather than searched for before each draw call. That search was expensive. The change should see a net improvement to DrawCallPerfBenchmark for D3D null. Change-Id: If4942e0afd9e8fefadce8820a1305e13636547ef Reviewed-on: https://chromium-review.googlesource.com/311115 Tested-by: Austin Kinross <aukinros@microsoft.com> Tryjob-Request: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 476682e6 2015-06-30T10:04:29 Use std::vector for TranslatedAttribs. This allows us to cache a std::vector between calls, and avoids us calling allocation/constructors for locals, which saves us some time. It also allows us to use the vector's size to limit the range of attribs we look at. BUG=angleproject:959 Change-Id: I799ed6c92fa8fca96e92e235b125a11d2d551aab Reviewed-on: https://chromium-review.googlesource.com/277286 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill 27c08917 2015-06-22T13:57:20 Cache active attribute lists in VertexDataManager. This saves us re-creating vector memory every iteration, and allows us to iterate over much smaller lists of attributes. In the future it could allow us to update the cache more efficiently with state change updates. BUG=angleproject:959 Change-Id: Ie8ae7a31726468dc2184165380f1f3e5e0152936 Reviewed-on: https://chromium-review.googlesource.com/277284 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 3d72cc79 2015-06-22T13:57:19 Pass current value type instead of the object. This allows us to simplify the logic in VertexDataManager enough that we can start to cache attribute information. BUG=angleproject:959 Change-Id: I7b53a137d73f40f86e3acb9caebb66f9cacf8b6f Reviewed-on: https://chromium-review.googlesource.com/277283 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill 9c38580b 2015-06-22T13:57:18 Refactor VertexDataManager to store translated attrib. Refactoring patch only. Reduces the number of parameters we need to pass around in internal functions. Clears the way for future optimization work. BUG=angleproject:959 Change-Id: Ic98ab5a07189eaa053dffce994546666bb07cede Reviewed-on: https://chromium-review.googlesource.com/277281 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jamie Madill b3f4e8d1 2015-06-22T13:57:17 Refactor VertexDataManager's current value cache. This clears the way for future optimizations. BUG=angleproject:959 Change-Id: Ief9077159e1e5fed5670862454a6f0b41d630551 Reviewed-on: https://chromium-review.googlesource.com/277280 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Jamie Madill f0d10f89 2015-03-31T12:56:52 Replace non-copyable macro with a helper class. This class provides a simpler scheme for blocking default copy and assignment operators. It also reduces the amount of code needed since it's inherited to child classes. This also fixes the conflict between our macro and the same-named macro in Chromium code. BUG=angleproject:956 Change-Id: If0dc72aa3f63fbc7b8fa34907418821c64c39e2f Reviewed-on: https://chromium-review.googlesource.com/263257 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org>
Jamie Madill fd1bf4e6 2015-03-31T09:46:02 Add an BufferFactoryD3D class to help mocking. This D3D-only class has one method, used to generate the D3D IndexBuffer/VertexBuffer. This can help us mock up IndexDataManager. At a later point we can refactor the VertexFormat queries from Renderer into a Caps struct that mirrors our Texure Caps. BUG=angleproject:956 Change-Id: Id8b1220a763873ee871ce92365bbee03633789c7 Reviewed-on: https://chromium-review.googlesource.com/262774 Reviewed-by: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 5ead927f 2015-03-25T12:27:43 Don't use a helper function to get the vertex attributes. The overhead of the function call ended up being a hot spot for draw calls since the attributes are iterated over many times in VertexDataManager. BUG=angleproject:959 Change-Id: I9bbfcbd115661ad629db9ed93d683cd8d0dc9a78 Reviewed-on: https://chromium-review.googlesource.com/263102 Tested-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
Geoff Lang 5b97287e 2015-03-30T19:52:55 Revert "Don't use a helper function to get the vertex attributes." Caused a warning on 32-bit builds. This reverts commit 20d78d241b448aa0b2e3f49d902d3ab63a551932. Change-Id: I4d61024fb29978e7f1bacdd693fc6f1bc00bd0cc Reviewed-on: https://chromium-review.googlesource.com/262918 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 20d78d24 2015-03-25T12:27:43 Don't use a helper function to get the vertex attributes. The overhead of the function call ended up being a hot spot for draw calls since the attributes are iterated over many times in VertexDataManager. BUG=angleproject:959 Change-Id: I6c11d4a5a22c314c69b3403dfdeb2d950b1c7639 Reviewed-on: https://chromium-review.googlesource.com/262336 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Nicolas Capens <capn@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Austin Kinross be0facc6 2015-01-07T16:22:29 Reduce calls to ID3D11DeviceContext::Map() in VertexBuffer11.cpp This change moves VertexBuffer11::storeVertexAttributes()'s call to Map() outside a for-loop, eliminating unnecessary calls to Map(). Since Map() is a relatively expensive operation (even when using NO_OVERWRITE) this change gives a noticeable performance boost in some scenarios. Change-Id: I320111b32f2bb9eed92efbd240206e12aaa9964e Reviewed-on: https://chromium-review.googlesource.com/240181 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Austin Kinross <aukinros@microsoft.com>
Geoff Lang 7dd2e10d 2014-11-10T15:19:26 Merge the ProgramBinary class into Program. BUG=angle:731 Change-Id: I2ee97155841dc62f04bb71c1f2035d210fd3883c Reviewed-on: https://chromium-review.googlesource.com/232694 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 21329414 2014-12-02T20:50:30 Revert "Merge the ProgramBinary class into Program." Issues appeared on the FYI waterfall, content_gl_tests hangs. This reverts commit 2195a6d6032883ed05468d5ecd019e7cb9a27bce. Change-Id: I9fe1a53cf40887ae5a98fd77b4872f41085fcea7 Reviewed-on: https://chromium-review.googlesource.com/232386 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 2195a6d6 2014-11-10T15:19:26 Merge the ProgramBinary class into Program. BUG=angle:731 Change-Id: Ia0a356c0684f3a3576c71dfd04b00874318dd084 Reviewed-on: https://chromium-review.googlesource.com/228701 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 0a73dd85 2014-11-19T16:18:08 Fix include guards. BUG=angle:733 Change-Id: I08b2c11c4831f1161c178c1842b10e807185aced Reviewed-on: https://chromium-review.googlesource.com/230831 Reviewed-by: Jamie Madill <jmadill@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>
Geoff Lang 2b5420c0 2014-11-19T14:20:15 Merge libGLESv2 and libEGL classes into libANGLE. BUG=angle:733 Change-Id: Ic491c971411fe82c56cd97c5c8325ac14ec218df Reviewed-on: https://chromium-review.googlesource.com/230830 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>